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|Small||15 gp||1d6||8 lb.||5|
|Medium||15 gp||1d8||15 lb.||10|
|Large||30 gp||2d6||30 lb.||20|
Matches the strength of a Lance with a Shelling ability that comes close to the firepower of a Heavy Crossbow. The Gunlance features a powerful function based on flame-breath attacks called Dragon's Fire; however, this special function requires a long recharge time.
The Shelling ability is a powerful discharge of mundane magical crystals that causes 1d10 fire damage and is a standard action that targets an enemy you threat that allows a Reflex Save of (DC 10 + the attacker's Dex modifier + The weapons Enhancement bonus) for half damage. A Gunlance can use Shelling a total of four times before they must cool down. The Gunlance can be folded in half to allow the shells to discharge heat and effectively 'reloads' the Gunlance, but you do not need to replace the crystals. This action is a standard action that provokes an attack of opportunity. This damage is for a medium Gunlance, for different sizes adjust accordingly.
Dragon's Fire is a Gunlance's ace in the hole. A Gunlance must charged as a full round action which provokes an attack of opportunity if you are hit you may reattempt to charge next round. The next round you must release the stored energy in a concussive blast in a square you threaten, dealing 4d8 damage as a Standard Action. A Reflex Save of (DC 10 + the attacker's Dex modifier + The weapons Enhancement bonus) for half damage. Dragon's Fire can be reused after 1d4+1 rounds. This damage is fire as default, but can change to suit any appropriate enhancements on the Gunlance.
A Gunlance deals double damage when used from the back of a charging mount. It has reach, so you can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe.
While mounted, you can wield a Gunlance with one hand.
|Steel||50 gp||350 gp||10||10||—|
|Adamantine||—||3,050 gp||20||13||Bypass hardness less than 20|
|Deep Crystal||—||1,050 gp||10||10||Psionic|
|Mundane Crystal||—||350 gp||8||8||No rusting, not metal|
|Iron, Cold||100 gp||400 gp||10||10||Magical enchantments cost an additional 2,000 gp.|
|Mithral||—||4,050 gp||15||10||1/2 weight|
|Silver, Alchemical||230 gp||530 gp||8||3||−1 damage|
|Bonus Value||Additional Cost1||Hardness Increase2||Additional hp2|
|+11 or more|| + bonus squared
× 20,000 gp
|+ enhancement bonus × 2||+ enhancement bonus × 10|